Mod-2: Uploaded 22/03/2017- Changed the title; removed 'Arranged by KaNa' as that is not in the official metadata.- Changed stack leniency in normal from 0.2 to 0.3. This is done to remove perfect stacking for 1/2 notes.

The biggest problem with this diff is that you have continuous notes that hardly have a 1/1 break between them, this really isn't good for those who play normal diffs and can be really tiring. I'd suggest looking through the map where you can create some 1/1 caps to make it easier on the player.

I would strongly suggest remapping both Normal & Easy. It would be best for the set to be Normal, Advanced & Hard instead. The way you've mapped normal is too difficult for the average player playing maps at this sr, and the song uses too many strong sounds on red ticks to have an easy map. This is completely up to you of course.

00:09:291 (4) - you're mapping to vocals, so why not a 1/1 slider? Got it

00:21:337 (4) - pitch is higher here, you can do something to emphasize that The hitsounds take care of that

00:26:337 (3,4,5) - weird flow I introduce different angles between the notes; this forces the player to change directions a bit to make the map more interesting, and it looks cool too.

00:37:473 - strong sound mapped on slider end, I think the correct rhythm is obvious, slider - circle - slider would fix this. Fixed by making it into notes

00:44:064 (1,2) - you could make this a triple, music supports it. Just single notes feel nice for this part. A lot of other places which support triples only have single notes in them because this diff is supposed to be nice and light.

03:02:246 (1,2) - replace with slider, too make circles before hand, and 03:02:246 - needs more emphasis I did the two circles to keep the square pattern before hand. What I did do is converted 03:02:700 (3) into 2 notes, and did a triangle pattern for the nice movement.

03:11:109 (6,7,1) - this did a good job emphasizing the vocal but I think you should either remove 03:12:928 (6) - or replace with triple like you did before to emphasize the rest Made the latter into a triple to fix this part, and also to make sure that I maintain 888 combo

The biggest problem with this diff is that you have continuous notes that hardly have a 1/1 break between them, this really isn't good for those who play normal diffs and can be really tiring. I'd suggest looking through the map where you can create some 1/1 caps to make it easier on the player.The difficulty will be changed to an advanced/hard? I will be buffing up some patterns and smoothing out any errors.

Easy

This diff plays a lot like a normal diff at some sections of the map I tried combining both parts. Unfortunately the song does not work if I only did 1/1 sliders and notes.

The last 3 points will be ignored as they will be reworked into my new normal difficulty

I would strongly suggest remapping both Normal & Easy. It would be best for the set to be Normal, Advanced & Hard instead. The way you've mapped normal is too difficult for the average player playing maps at this sr, and the song uses too many strong sounds on red ticks to have an easy map. This is completely up to you of course.My original idea was to have an insane, 2 hards and a normal. The insane map worked for a bit (but due to 0 stack) was very very hard to play (the 2nd half of the song was mapped poorly), so I partly made an easy and removed the insane. The 2nd hard I wanted to make did not work as well as I hoped, and I thought that only having 2 diffs would not be enough, so I resurrected the easy.

Considering what you have said, I will:- Change easy to normal- Change normal to advanced

00:34:746 - It's kinda awkward to skip this drum but then map 00:34:973. Perhaps make a slider starting on 00:34:746 - that ends on 00:35:428 - ?00:45:882 (4,5,6) - I've found these kinda patterns to be a bit tricky for newer players. Better if you make them lead into each other more naturally instead of putting them beside each other.00:58:837 - Perhaps make this synth clickable? it's quite prominent and high pitched. Try this rhythm http://puu.sh/viaKL/ef78e8d0c5.jpg^basically this for the kiai, making that synth clickable whenever possible would make the rhythm consistent and easy to follow as a new player01:51:337 (4,5) - While the sliders do lead into each other, they overlap each other quite a bit, which may make this hard to read.02:02:019 (4,5) - new ranking criteria forbids stacking 1/2 circles under slidertails like this on a normal diff 02:11:337 (1,2,3,4,5) - bit too dense imo

Solid diff, just keep what I mentioned about making the high pitched synths clickable. I think that would improve the rhythm and make it more interesting for new players as they tend to play maps hearing only the most important parts of the song.

00:34:746 - It's kinda awkward to skip this drum but then map 00:34:973. Perhaps make a slider starting on 00:34:746 - that ends on 00:35:428 - ? Good catch00:45:882 (4,5,6) - I've found these kinda patterns to be a bit tricky for newer players. Better if you make them lead into each other more naturally instead of putting them beside each other. It gives them a challenge and makes it interesting. If other people share your sentiments though I will change it.00:58:837 - Perhaps make this synth clickable? it's quite prominent and high pitched. Try this rhythm http://puu.sh/viaKL/ef78e8d0c5.jpg^basically this for the kiai, making that synth clickable whenever possible would make the rhythm consistent and easy to follow as a new player Changed where applicable. I cannot do it for all parts because some of the combo chains will become too long and dense, thereby making the difficulty a lot more harder.01:51:337 (4,5) - While the sliders do lead into each other, they overlap each other quite a bit, which may make this hard to read. If other people share the same sentiments, then I will change it.02:02:019 (4,5) - new ranking criteria forbids stacking 1/2 circles under slidertails like this on a normal diff Didn't know that. Fixed02:11:337 (1,2,3,4,5) - bit too dense imo Changed the 2nd set of 2 notes into a slider

Solid diff, just keep what I mentioned about making the high pitched synths clickable. I think that would improve the rhythm and make it more interesting for new players as they tend to play maps hearing only the most important parts of the song. Thanks.

Advanced

I'll edit this with the rest, dont kds yet

I will reply to the other diffs (when you get to them) in a separate post

normal00:14:973 (1) - why NC instantly? Starting on a new downbeat00:21:337 (4) - is pointing at the top while 00:22:246 (1) - is in bottom maybe move a lil bit? Curved 4 a tiny bit should fit lead onto slider 1 more easily.00:45:882 (4,5,6) - maybe make a clearer pattern if possible Made changes to it, and any other patterns that have the same issue02:40:655 (1) - why NC instantly? Oversight. Fixed02:49:291 (4) - fix slider shape I like the uneven slider

advyou should NC every 2 downbeats like what you did in normal because theres only like 1-4 in every NC Will do that. It works for the earlier parts of the song. In the kiai thought it grows to 1-12 at times.

00:14:973 (1) - same w/ normal Starting on a new downbeat00:35:655 (2,3,4,5,6) - maybe make a clearer pattern if possible Fixed to a much more easier pattern. 00:41:791 (3,1) - blanket properly There is not much I could do, but I think I fixed it now.02:12:246 (4,5,6,7) - clearer pattern maybe The player hits the notes via a clockwise triangular movement. It should be pretty clear since there are no sudden back and forth ones, unlike the pattern at 00:35:655 (2,3,4,5,6) which I have changed.

Actually that happens alot so if they can do it once, the other will be fine.

01:34:973 (1) - You could bend that in the other direction. Maybe its just me, but it looks smoother for me.03:20:428 (1,2,3) - Could hard to read from a new players perspective.

Advance: Could'nt find anything to change. Seems fine to me.

Hard: OD 8 Looks a bit harsh. I barely can pass the spinners in my test, for example: 01:27:814 (1) - But I have to say... I knew that there was a Spinner and so could start spinning before the spinner even came. I just passed it. Didnt even got 1000. Players would'nt react that fast and would get 100. I tested OD 7.5. Its fine then.

Your AR is too high for normal. Its just a guideline, so you dont have to mind that one, but I just wanted to point that out. Changed to 5; it also doesn't seem to make it too cluttered and should be slow enough.

Actually that happens alot so if they can do it once, the other will be fine.

01:34:973 (1) - You could bend that in the other direction. Maybe its just me, but it looks smoother for me. Fixed03:20:428 (1,2,3) - Could hard to read from a new players perspective. As of now I think it fine.

Advance: Could'nt find anything to change. Seems fine to me.

Hard: OD 8 Looks a bit harsh. I barely can pass the spinners in my test, for example: 01:27:814 (1) - But I have to say... I knew that there was a Spinner and so could start spinning before the spinner even came. I just passed it. Didnt even got 1000. Players would'nt react that fast and would get 100. I tested OD 7.5. Its fine then. I will keep the 8 for now, but chances are I will have an onslaught of people complaining about OD8

01:40:541 - I really don't like how this beat is the only unmapped beat in the section, feels rather empty, couldn't you try mapping it as a slider? yes the gap is 3/4 but I feel it's appropriate here with such a predominant beat and rhythm on the sruface http://puu.sh/vqKA3/649811215e.jpg

01:44:064 (4) - I'm sort of confused as to why you started the slider here when both the drum beat and vocals are on 01:43:837 . If you do decide to make changes here then make sure to apply where appropriate to 01:47:700 (4) -

Normal

I feel like AR 5 is a bit too fast for the lowest diff given the bpm and object density. How about 4? Need to keep at 5, because anything below it and parts such as 01:47:700 (4,5,6,7,8) become really cluttered.

00:26:791 (2) - I know this is slightly objective but I'm really not keen with how close the body is to the tail. How about flipping it? I like to keep this, because the upwards curvature looks cool https://osu.ppy.sh/ss/7877743

01:40:541 - I really don't like how this beat is the only unmapped beat in the section, feels rather empty, couldn't you try mapping it as a slider? yes the gap is 3/4 but I feel it's appropriate here with such a predominant beat and rhythm on the sruface http://puu.sh/vqKA3/649811215e.jpgApplied

01:44:064 (4) - I'm sort of confused as to why you started the slider here when both the drum beat and vocals are on 01:43:837 . If you do decide to make changes here then make sure to apply where appropriate to 01:47:700 (4) - For the former, made the note into a slider. For the latter, changed to notes

tbh these are all really nice diffs but it's confusing that the stacking leniency is 2 on Advanced and Hard, it really will negatively impact players imo. I think stack leniency 2 on hard diff is ok but definitely not the advanced diff lol, anyway this could go really far imo... keep going and GL!

this difficulty doesn't even break 3*, it really shouldn't be on stack leniency 2. its just going to confuse everyone who's learning how to play Upped to 3

01:55:882 (7,8) - i haven't mapped enough advanced diffs too know myself whether or not this is allowed, so double check if 1/4 is ok to be used like this in a low level diff Should be fine. The sliders are 1/4, so you can play them as a single note. In addition the spacing between the sliders is 1/2

02:04:064 (1) - this 100% stack will blow noob minds I am counting on the flow of the previous sliders. This should not be a problem

02:19:405 - on your other parts, this was a triple note I want to keep this so I can keep my symmetry

tbh these are all really nice diffs but it's confusing that the stacking leniency is 2 on Advanced and Hard, it really will negatively impact players imo. I think stack leniency 2 on hard diff is ok but definitely not the advanced diff lol, anyway this could go really far imo... keep going and GL!

00:27:132 (6) - you use sliders shaped like this more often. But you created this kind of shape everytime from scratch. My suggestion would be to just create one of these and then copy paste it whenever you want to use this again. If you do this with every shape of slider you achieve a much cleaner look of your map.

01:35:882 (1) - repeating 2 times is to confusing. Especially for new players. You should only repeat it once. I would maybe do it like this https://puu.sh/vv4Nw/1c825f0783.png but be carefull the rhytm is pretty hard and confusing in that part you maybe have to skip serveral sound for the sake of playability since this is a hard difficulty. You maybe need some feedback from other modders for this part or ask in #modhelp maybe for help

01:43:950 (7) - those high synth sounds you sometimes mapped them and sometimes not. Most of the time you followed the vocals. You should either always only follow the vocals or always follow vocals and also ALL of the synth sounds. But don't map only half of them and the other half you leave ignored.

02:18:609 (1,2,3,4,5) - this is nice. Here you did equal angles and equal spaceing. If you don't want to have it look like 2012 mapping select those 5 -> CTRL+R -> rotate by ~10° makes it look more modern.

00:27:132 (6) - you use sliders shaped like this more often. But you created this kind of shape everytime from scratch. My suggestion would be to just create one of these and then copy paste it whenever you want to use this again. If you do this with every shape of slider you achieve a much cleaner look of your map. Unique slider for every pattern

00:49:291 (4,5,1) - you always did stacks if there is 1/2 beat gap between each beat. and you did "streams" like this spaced out. consider spaceing this out for consistency and readability. I used to have them all stacked, but I want to alternate between stack and spaced. In addition, stack leniency should not be a problem; 1/2 stacks are perfectly hidden underneath each other, but 1/4 notes have a slight stack offset, so it is still distinguishable.

00:56:564 (1,2,3,4,5,6,7) - also this can look nicer. Try to make the same distances to each object: https://puu.sh/vv4iR/89b57598f0.png Each arrow with same color should have had the same length. You can hear the music build up; to reflect that, I increased the distance between the notes using a ladder pattern

01:00:882 (2,3,4,5) - ^same as above The current one looks fine, but due to the way it is rotated it may seem off

01:17:473 (4,5,6,3,4,5,6,7) - also make these spaced like all the others you did. Again, I want to alternate between stacked and spaced for variety.

01:35:882 (1) - repeating 2 times is to confusing. Especially for new players. You should only repeat it once. I would maybe do it like this https://puu.sh/vv4Nw/1c825f0783.png but be carefull the rhytm is pretty hard and confusing in that part you maybe have to skip serveral sound for the sake of playability since this is a hard difficulty. You maybe need some feedback from other modders for this part or ask in #modhelp maybe for help 2 repeats is not difficult for a hard diff. I do know that this is seldom done at all in almost any difficulty, but still the pattern should be easy. I will ask people in modhelp for further checks and if they share the same sentiments, I will change to an alternate pattern.

01:43:950 (7) - those high synth sounds you sometimes mapped them and sometimes not. Most of the time you followed the vocals. You should either always only follow the vocals or always follow vocals and also ALL of the synth sounds. But don't map only half of them and the other half you leave ignored. I will fix whenever applicable. Some of the synths are mapped using repeat sliders to make the diff a bit easier.

02:18:609 (1,2,3,4,5) - this is nice. Here you did equal angles and equal spaceing. If you don't want to have it look like 2012 mapping select those 5 -> CTRL+R -> rotate by ~10° makes it look more modern. 2012 Mapping it is